Hoodia dex l20

Loopring: Ethereum zkRollup Layer2

2017.10.26 08:36 jay_loopring Loopring: Ethereum zkRollup Layer2

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2014.04.04 01:20 True pokemon giveaway

In this sub the giveaway hosts rule. If the rules of a giveaway hosted here are disobeyed, the mods will help. The mods are here to help you, the hosts.
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2024.02.20 02:38 SnooCats7584 Help with L20 Arcane Trickster build/high level magic item choices

We're doing a one-shot for my birthday where I requested to bring back a character from an old campaign. I've been DMing for the last few years.
Were we last left off, the character was a L7 lightfoot halfling Arcane Trickster working for a detective agency. This is going to be 20 years later after she has had the chance to collect a bunch of magic items and life/work experience. At the end of the previous campaign her intention was to get some formal training as a wizard, but I haven't decided if that looks like multiclassing or just getting higher level AT spells. If anyone has played AT or AT/Wizard at L20 I could use some advice on optimizing.
I was playing this character mostly as a melee rogue with Booming Blade and a rapier. There is also a barbarian in the party so I would probably stick to melee. I was thinking of adding the following feats after getting to 20 DEX: Mobile, War Caster, Resilient (Con) and ??? if I went straight Rogue. Maybe Telekinetic because the most fun I had was with mage hand shenanigans. So that would leave her with the following stats: 8/20/14/19/12/10 (one item I got previously was the Headband of Intellect.)
I have some TBD magic items to play around with. 1 Artifact, 1 Legendary, 2 Very Rare, 3 Rare, 2 Uncommon. Any suggestions for builds around some would be good. I was leaning toward a Cloak of Invisibility, +3 Rapier, Winged Boots and then some fun utility items. The artifact is stumping me though. I need something that would not turn the character evil.
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2023.11.30 21:42 Average_Soldier Character Art Dump Part 1

Character Art Dump Part 1 submitted by Average_Soldier to Reroll_App [link] [comments]


2023.10.13 00:27 allolive AllOlive's Martial Artist: link and design discussion for a revised Monk class based on the latest OneDnD proposal

This post is a discussion of why I made the choices I did in AllOlive's Martial Artist, a revision of the Monk class for OneDnD. (This link takes you to HomeBrewery. I'll refrain from making further changes there, aside from typo corrections or including a link to a neweupdated version.)

Why revise the OneDnD Monk?

It's generally agreed that the Monk was one of the more problematic classes in 5e when it was released in 2014. It has a great class fantasy, and fulfills that fantasy in some important ways, so some players still love it. But the tradeoffs it forces leave its power envelope below par, and the different parts often work against each other rather than together. Furthermore, Stunning Strike eats up too much of the power budget on an all-or-nothing feature that all too often either does nothing at all or effectively ends the encounter too soon.
Updates such as the alternate features in Tasha's helped some, but still left it struggling. Then, in OneDnD, they left Monk until last, and the first draft in Playtest 6 was badly disappointing. So I'd like to show what's possible.

What's the overall design philosophy?

I'm aiming for an A-B tier class. For the average class, that would probably mean a balance of buffs and nerfs that tilts only very slightly, if at all, towards buffs. But for Monk, that will mean tilting substantially towards buffs, though Stunning Strike in particular still needs to be nerfed overall.
In addition, I'm focusing on the base class here. This should remain playable with subclasses as-is, though some subclasses might benefit from slight adjustments to work better with this base.

What's the class identity of the Monk / Martial Artist?

In my opinion, the Monk is:

What's wrong with the Playtest 6 version?

Various things:

What did I change, and why?

Here's the list of changes from my version, with an explanation for each:

Available Skill Proficiencies include Medicine and Perception.
These seem like skills that fit the class, and I don't understand why they were left out.
Physical Focus is a level-one option for Strength/Dex instead of Dex/Wis Martial Artists.
Stronks!
Weapon Mastery can be applied to your martial arts attacks, with a (per-day) choice of Push, Sap, Slow, or Vex (or from L7, Cleave, Graze, or Topple).
This is a common suggestion for fixing the OneDnD Monk.
Martial Arts includes Martial Artist weapons...
This meets the prerequisite for several martial feats you might reasonably want
...allows using Dex for all unarmed strike options,...
You should be able to shove and grapple with Dex. You're a martial artist!
...and adds the Strike Opening reaction.
Here's what I'm talking about:
Strike Opening: You can use your reaction to make an attack of opportunity against a creature you can see within 5 feet that:
You attack before the triggering action completes, so if you disable the target, you stop the triggering action. (Note that by default attacks of opportunity must be melee attacks, and cannot be made against a creature that has used Disengage this turn.)
...
This is both the "teaser" for a reaction-centric playstyle that I think jibes well with how fights go in my favorite martial arts movies (think Jackie Chan), as well as being an encouragement to work as a striker against enemy mages and/or as a team player with other melee characters. It's also a slight bump to average, but not to maximum, DPR.
Unarmored Defense AC is increased by +1.
This is a small change, but helps you keep up defensively before the defensive reactions at level 3.
Dedicated Weapon (L2) is added.
Restoring a quality-of-life feature from Tasha's.
Martial Focus has several changes:
* Changed name (Focus, not Discipline or Ki)
"Discipline" has too many syllables; "Ki" is too orientalist.
* Includes Focused Breathing, a focus-recovery option that replaces Heightened Metabolism.
This costs hit dice and uses your bonus action, but helps relieve the scarcity of ki, especially in Tier I.
* Flurry of Blows does not require first taking the Attack action.
I think that some of the reason for the "must attack first" condition on both BA attack options, is that before Extra Attack, it's better to (dodge then flurry) than to (attack then patient defense). This would lead to a strange change in playstyle when Extra Attack appears. But I think the solution for this is to buff Patient Defense, not to nerf Flurry of Blows and Martial Arts attack.
* Patient Defense and Step of the Wind both grant an extra reaction this round. Step of the Wind allows you to forego Disengage (to deliberately draw attacks).
Additional fodder for a reaction-heavy playstyle.
Combat Reflexes (L3) is a broader version of Deflect Missiles, which adds reactions to defend against melee attacks and saving throws. (This replaces the second half of Diamond Soul/Disciplined Survivor)
Here's the most important change: defensive buffs that are active and (IMO) fun, not just passive and boring. In particular, Dodge Away is tuned so that it starts out weaker than Uncanny Dodge (because it shows up earlier); scales to about comparable at levels when both exist; then keeps scaling to be stronger at high levels, because you're more of a melee combatant than a Rogue.
Note that you have many choices for your reaction(s), which leads to tactical play — just like the vanilla Monk with their Bonus Action. The "action economy class"!
Balanced Training (L4/8/10/12/16/19) lets you increase a weaker ability score whenever you get an ASI.
This makes a MAD class viable, without pushing the power envelope for optimized characters by too much.
Disciplines (L4/6/9/13/17) give you a menu of (mostly non-combat) features, like a Warlock's invocations. These replace Slow Fall, Acrobatic Movement, Perfect Discipline, Superior Defense, and Defy Death.
Flexibility. Monk players can handle the same complexity that spellcasters can. But since these aren't combat-focused (until the very highest levels), they don't break combat balance.
Flexible Strikes lets you change unarmed damage type.
Minor thing, replacing Ki-Fueled Strikes with something that should work with how resistances/vulnerabilities work on updated monsters.
Strike Techniques (L5/7/11/15/18) give you special attacks using focus points. These replace Stunning Strike with options that are more varied and less all-or-nothing.
Explained right there.
Improved Combat Reflexes (L8) upgrade your reactions.
These make the reactions from Combat Reflexes encourage team play even more. They also add a bit of complexity that would have been too much at level 3, but that fits fine at this level.
Self-Restoration is moved to L9, and replaces not needing food (available from a Discipline) with resistance to poison damage.
Minor change.
You get an extra Ability Score Improvement (L10).
Needed for a MAD, martial class.
You get a third Extra Attack (L11).
Simple fix to keep up in damage in tier III/IV.
Flexible Discipline (L20) lets you sample all options.
A capstone that's actually fun.

submitted by allolive to UnearthedArcana [link] [comments]


2023.10.05 20:30 Short_Algo $FEM Buy Rating from 7 signals on the 15-min chart. #trading #investing #stocks #money 🚀 Free trial at ultraalgo.com

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2023.10.05 20:30 Short_Algo $FEM Buy Rating from 7 signals on the 15-min chart. #trading #investing #stocks #money 🚀 Free trial at ultraalgo.com

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2023.10.03 20:05 LeandroTortoza $FEM Awaiting Buy Signal based off 7 signals on the 15-min chart. Free trial at ultraalgo.com

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2023.10.02 17:46 LeandroTortoza $FEM Awaiting Buy Signal based off 7 signals on the 15-min chart. Free trial at ultraalgo.com

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2023.07.03 21:52 FormerManyThings Help/thoughts on a sprite intimidate build

Hey, folks. This is an idea that I’ve been tinkering with for a while, and I’m curious what the community thinks. Is this viable, am I missing anything obvious, that sort of thing. Committed to ancestry and class, but archetypes, feats, items are up for discussion.
I played a wonderfully fun Intimidation sprite a while back, which planted the idea of how would Dread Striker (foe is flat-footed to you if Frightened) and Antagonize (Frightened can’t drop below 1 unless foe attacks you) would interact. But, it occurred to me, the best synergy would be for foes to not be able to reach you to attack. So, either ranged or flight. Or, hey, why not both?
L1
L2
L3
L4: When the build “comes online,” which is surprising early for niche builds like this
L5
L6
L7
L8
L9
L10
L11
L12
L13
L14
L15
L16
L17
L18
L19
L20
So, a lot to process, but I’m curious what y’all think of (a.) the general viability of the build, in dealing and avoiding damage, debugging through Frightened and debilitations; and effectiveness outside of combat; (b.) the feel of the build (personally, I think the whole thing is hysterical); (c.) any items or other feats that would really pop with this build.
Thanks for your time and your input.
submitted by FormerManyThings to Pathfinder2e [link] [comments]


2023.06.08 21:33 Trummler12 Axew SEARCH STRINGS (IV%, PvP and Trash Strings) + Raid & PvP Breakdown

Welcome to this 'traditionally' recurring post sharing some Search Strings for the upcoming Community Day!

Table of Contents

Very Short Breakdown ––––––––––––––––––––––––––––––––––––– • IV% Search Strings + GENERAL IV% Search Strings • RAID Breakdown ––––––––––––––––––––––––––––––––––––– • PvP Breakdown • PvP Search Strings + GENERAL PvP Candidates Search String • Combine 2 Trash Strings ––––––––––––––––––––––––––––––––––––– • Disclaimer, Shoutouts and other stuff

How to Save Search Strings: silph.gg/how-to-use-pokemon-go-search-strings

VERY Short Breakdown for Haxorus:

VERY strong in Raids! – Good in GL, great in ML, considerable in UL but useless in LL ~ Prevolutions aren't of any use

IV% Search Strings

(Note: you can always modify them for whatever you're looking for; Default Settings are according to my personal preferences and what I consider "optimal" based on experience; Raid DPS Priorities: Attack >>> Stamina > Defense [Def is close to irrelevant])
TRASH STRINGS (Very useful for quickly mass-transferring surely bad-IV Axew): => Open «Advanced:» => Trash String:

GENERAL IV% Search Strings (utilising Attribute Appraisals):

Misc. Search Strings Project => General “Hard” IV Filters NOTES: – For Casuals, I recommend to save the 5th or 6th Set of Strings ("≥96% (…)"). – For Dedicated Trainers, I recommend to save the 3rd Set of Strings ("≥98/96% (saving 15Atk)"). – For Mass transferring Pokémon, maybe consider grabbing a Trash String from 1 or 2 set(s) below the Positive String you're interested in. But that depends on personal preferences (plus, there's nothing to do about the Gap between "≥96%" and "≥82%" due to limitations) – For Events where only one Pokémon is featured, I recommend using PvPIVs Raid/Hatch Search Strings instead (see above) since they're significantly more specific

RAID Breakdown

(Including Shadow Pokémon)
Breaking Swipe is a pretty strong Dragon Type Move and manages to raise Haxorus' DPS by about 2 Percent Points (acc. to Poke Genie) in Raid and Gym Fights. Haxorus is a DPS BEAST; Against Palkia, it ranks 7th, 4th without Shadows and 2nd when also excluding Mega Evolutions, standing pretty closely behind Rayquaza, even beating Salamence by quite a bit!
=> I highly recommend even aiming for a full Team of 6!

PvP Breakdown

Breaking Swipe is also highly recommended to aim for in PvP as well. Haxorus is a good candidate for Great, great in the Master League and also considerable in some Ultra League Cups.
Overall PvP Ranks of +Haxorus (based on PvPoke.com "610,611,612"): - Master League: #34 or #13 (with or without Legendaries) - Ultra League: #106 / #308 (Fraxure) - Great League: #53 / #239 (Fraxure) / #819 (Axew) - Little League: #660 / #364 (Fraxure) / #737 (Axew)
Dragon Type Specific PvP Ranks of Haxorus (based on PvPoke.com "Dragon"): - Master League: #11 or #3 (with or without Legendaries) - Ultra League: #8 / (…) - Great League: #4 / (…) - Little League: (too low)
Please Note: For Rankings, PvPoke is currently considering a total of 848 Pokémon in GL, 621 in UL, 519 in ML and 1148 for LL. Everything below Ranks 424/310/259/574 is below 50% and far from being somewhat relevant.

PvP Search Strings:

TRASH STRINGS (Very useful for quickly mass-transferring surely bad-PvP-IV Axew): => Open «Advanced:» => Trash String: ✅ ⚠️ As long as you don't enter some ML Ranks (10~25), you may also "Trash" High IV% Pokémon; Please always check for and save Good IV ones first before using a PvP Trash String OR combine two different Trash Strings (see below) to save either

GENERAL PvP Candidates Search String:

Misc. Search Strings Project => PvP Candidates Allround String NOTES: – This monster of a String takes care of (almost) every IV Combination that may reach mid to lower 2-digit PvP IV Ranks with quite a high number of False Positives while also avoiding Pokémon that are said to have a high «Lucky Trade Priority» – Even though this String is already pretty solid with about 85~90% True Negatives; For events that only feature one single Pokémon, it's highly recommended to instead use Pokémon-specific PvP IV Search Strings as shared ^above

Combine 2+ Trash Strings

To combine your IV% Trash String with your PvPIVs Trash String, all you need to do is to put an «&» in between. This works because you want to get all Pokémon that are both [not high in IV%] AND [not good PvP Candidates]. Note: This doesn't work for the Positive Strings (Atk can't be low and high at the same time)
Please also consider adding some more filters to your Trash String(s) covering some other Characteristics you may want to keep (for collections, for Trading or whatever); Examples:
Save xxs, xxl, Shiny, 0%: &!xxl&!xxs&!Shiny&1-attack,1-defense,1-hp
Save all Axew that may be Level x or higher:
Keep all Level & above: English German
30 &!3*,cp-1109,hp-98&!2*,cp-1068&!1*,cp-1035&!0*,cp-947 &!3*,wp-1109,kp-98&!2*,wp-1068&!1*,wp-1035&!0*,wp-947
29 &!3*,cp-1072,hp-97&!2*,cp-1032&!1*,cp-1000&!0*,cp-915 &!3*,wp-1072,kp-97&!2*,wp-1032&!1*,wp-1000&!0*,wp-915
28 &!3*,cp-1035,hp-95&!2*,cp-996&!1*,cp-966&!0*,cp-884 &!3*,wp-1035,kp-95&!2*,wp-996&!1*,wp-966&!0*,wp-884
27 &!3*,cp-998,hp-93&!2*,cp-961&!1*,cp-931&!0*,cp-852 &!3*,wp-998,kp-93&!2*,wp-961&!1*,wp-931&!0*,wp-852
26 &!3*,cp-961,hp-91&!2*,cp-925&!1*,cp-897&!0*,cp-820 &!3*,wp-961,kp-91&!2*,wp-925&!1*,wp-897&!0*,wp-820
25 &!3*,cp-924,hp-90&!2*,cp-890&!1*,cp-862&!0*,cp-789 &!3*,wp-924,kp-90&!2*,wp-890&!1*,wp-862&!0*,wp-789
24 &!3*,cp-887,hp-88&!2*,cp-854&!1*,cp-828&!0*,cp-757 &!3*,wp-887,kp-88&!2*,wp-854&!1*,wp-828&!0*,wp-757
23 &!3*,cp-850,hp-86&!2*,cp-818&!1*,cp-793&!0*,cp-726 &!3*,wp-850,kp-86&!2*,wp-818&!1*,wp-793&!0*,wp-726
22 &!3*,cp-813,hp-84&!2*,cp-783&!1*,cp-759&!0*,cp-694 &!3*,wp-813,kp-84&!2*,wp-783&!1*,wp-759&!0*,wp-694
21 &!3*,cp-776,hp-82&!2*,cp-747&!1*,cp-724&!0*,cp-662 &!3*,wp-776,kp-82&!2*,wp-747&!1*,wp-724&!0*,wp-662
20 &!3*,cp-739,hp-80&!2*,cp-711&!1*,cp-689&!0*,cp-631 &!3*,wp-739,kp-80&!2*,wp-711&!1*,wp-689&!0*,wp-631
[Translate Search Strings: https://leidwesen.github.io/PhraseTranslator/]
What I will use in a addition to my other Trash Strings: &!xxl&!xxs&!Schillernd&1-Angriffs-wert,1-verteidigungs-wert,1-kp&wp43-&!3*,wp-1035,kp-95&!2*,kp-996&!1*,kp-966&!0*,kp-884 (Saving xxs, xxl, Shiny, 0%, cp42 or below [for a collection], Level 28 and above [for Trading; Would like to even keep down to L25 or even L20 but only 250 Empty Spaces don't allow it 😵‍💫])


Disclaimer:
Please let's not hate each other just because some Trainers follow a different style of playing. Everyone shall play the way they prefer, as long as they don't violate the guidelines or break other common rules <3!<
Also, please check out our Misc. Search Strings Project, where we're trying to collect all kinds of Search Strings, no matter whether they're useful in some way or just "Fun to See"!
> PvP IVs Discord Server – For communication and Feedback regarding PvPIVs.com; Also the host for several Search-Strings-related Projects of mine (see Paragraph right ^above)
Recommendation for building custom strings: pogostring I'm using this page frequently to manage various Strings, be it for 'missing Luckies for the Lucky Dex' of me and my friends as well as some other stuff such as 'Pokémon missing in my Pokémon Home dex' and more
> pogostring Discord Server
And please don't forget to share this post with your local community ^^
submitted by Trummler12 to TheSilphRoad [link] [comments]


2023.06.05 20:46 Brightboar Bad Touch Oracle of Time (Dhampir) (Inq1/OraX)

Æthelred, The Eveready
Male Kaleshi Svetocher Dhampir
Inq 1- Ravener HunteSacred Slayer (Unarmed Strike, Lunar- Prophetic Armor)
Ora 19- Dual Cursed Oracle of Time (Covetous/Vampirism)
Attributes (4d6, drop lowest- As rolled = 35pt buy)
Str 16 (14+2)
Dex 14
Con 15 (17-2)
Int 10
Wis 9
Cha 19 (17+2)
Alternate Racial Traits
Moroi-Born
Heir to Undying Nobility
Background Traits
Armor Expert
Focused mind
Hermean Paragon (Paragon of Speed. I get sick of taking reactionary.)
Power Hungry (Drawback)
Feats(Armor Prof Light/Med, Shield Prof, Improved Unarmed Strike, Weapon Proficiency- Simple/etc)
  1. Noble Scion of War (Karthis) L1
  2. Extra Revelation (Misfortune) L3
  3. Combat Casting L5
  4. Runic Charge L7
  5. Divine Interference L9
  6. Extra Revelation (Speed or Slow Time) L11
  7. Persistent Spell L13
  8. Piercing Spell L15
  9. ? L17
  10. ? L19
Revelations
  1. Prophetic Armor (Ravener Hunter) L1
  2. Temporal Celerity L2
  3. Misfortune (Extra Revelation) L3
  4. Erase from Time L4
  5. Time Flicker L6
  6. Time Hop L8
  7. Speed Or Slow Time (Extra Revelation) L11
  8. Time Sight L12
  9. Aging Touch L14
  10. Fortune L16
  11. Rewind Time L20
Noteworthy Contemplations/Substitutions Power attack
Step Up
Deceitful -> Feign Curse
Bouncing Spell
Lunge
Divine Dignity -> Perfect Casting (Req. Abadar)
Focused Mind Magical Knack(trait)-> Deific Obedience (Nethys?)-> Evangelist PrC-> Diverse Obedience
submitted by Brightboar to Pathfinder_RPG [link] [comments]


2023.05.21 04:47 Sandslice [WR Auto-builds] Shifters, Lich Skeleton, and Aivu

So we're going into a bit of unknown territory for me: as someone who has never played a druid, the Shifter is something of an enigma. You're basically a druid, except you have no spells and instead focus purely on fighting in Wild Shape. So does that make you like a furry monk instead?
Well, actually yes. Claws will scale up in power and eventually gain material-piercing properties - and you can apply scaled-up Claw damage to your natural attacks in Wild Shape. You also get Wisdom to AC, and a full BAB.
Your class choices are extremely straightforward, as well: you eventually choose five animals to be your Aspects. These have minor forms that will buff you, and a major form that is used with Wild Shape.
We're also going to be looking at a couple of the Mythic Path allies - the Lich's pet skeleton (which Aengi gets when auto-levelling as Lich) and the havoc dragon Aivu (which Taolynn gets when auto-levelling as Azata.) As usual, these are determined from DLC1; the skelebro can't normally be auto-levelled due to Mythic Path being manual-only in other game modes.
Shifter
Overview: A... furry monk? I guess?
  • Stats: Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10. Floating racial and level-ups to Str.
  • Racial options: Aasimar - angel; tiefling - qlippoth.
  • Background: Street urchin
  • Skills: Athletics, nature, perception, (human: mobility)
  • Feats: Weapon focus claw, power attack, weapon focus bite, shifter's rush, toughness, improved crit claw, raking claw, critical focus, staggering critical, tiring critical. L19 human unassigned.
  • Aspects: Tiger, bear, wolf, mammoth, boar.
Even in DLC4, the auto-leveller is still dropping feats. In any case, shifter's rush allows you to use your forms as a Free Action if you move at least 10' before changing.
Ulbrig
Overview: His unique Griffon Heart archetype trades versatility for focused power.
  • Str: Str 16, Dex 14, Con 14, Int 11, Wis 14, Cha 9. Floating racial to Dex; level-ups to Str.
  • Background: Hermit
  • Skills: Athletics, mobility, nature, perception
  • Feats: Claw unless noted. Power attack, weapon focus, weapon focus bite, raking claw, improved crit, GWF, critical focus, shifter multiattack, staggering crit, toughness, tiring crit.
  • Archetype bonus feats: Specialization, specialization bite, greater specialization.
Mythic: - Abilities: Master shapeshifter, last stand, leading strike, unrelenting assault, rupture restraints. - Feats: Power attack, weapon specialization, weapon focus, improved crit, toughness.
Like the class itself, Ulbrig keeps it simple here.
Aivu
Overview: Healer dragon, here to help and look cute.
  • Stats: Str 21, Dex 16, Con 17, Int 16, Wis 15, Cha 26. Level 35.
  • Skills: Arcane, perception, persuasion, UMD.
  • Level 1 bonus feats: Improved initiative, improved crit claw, lightning reflexes, power attack, weapon focus bite.
  • Feats: Weapon focus claw, improved critical bite, medium armour, improved lightning reflexes, MM quicken, critical focus, tiring crit, heavy armour, hammer the gap, blind-fighting.
Spells (L20 Havoc Dragons is a Cha-based spontaneous caster, with spells up to 8. Like a cleric or oracle, she has all of the Cure spells):
  • L1: Divine favour, remove fear, remove sickness
  • L2: Aid, remove paralysis
  • L3: Prayer, remove blindness, remove curse
  • L4: Death ward, freedom of movement, restoration
  • L5: Break enchantment, serenity, spell resistance
  • L6: Chains of light, greater dispel, heal
  • L7: Greater restoration, resurrection, waves of ecstasy
  • L8: Euphoric tranquility, holy aura, rift of ruin.
Aivu's "class" character sheet is a mess, but it was possible to reconstruct it using her feat list in Abilities tab. She doesn't appear to be missing any feats.
As you can see, most of her spells are of the buff and heal variety, leaving her to mainly use breath and melee attacks in combat - or to be ridden by her Azata friend for extra mobility.
Bones McSkellington
Overview: A DPS martial with a bit of magic.
  • Stats: Str 18, Dex 18, Con N/A, Int 10+5, Wis 10, Cha 14. No floating racial. Level-ups to Dex. Int is boosted by Magus I.
  • Background: None.
  • First upgrade: Fighter. Light blades, weapon focus (unable to determine what weapon; but not scimitar, longsword, kukri, or dagger.) Bonus feat appears to be blind-fight, based on improved blind-fight being taken.
  • Second upgrade: Barbarian. Lethal stance, deadly accuracy.
  • Third upgrade: Magus.
  • Feats: Toughness, TWF, power attack, double slice, combat reflexes, hammer the gap, ITWF, GTWF, critical focus, improved blind-fight, sickening crit.
Magus feels a bit strange in this build, which is otherwise strongly focused on dual wielding; generally, the magus wants an open off-hand, not the kukri +3 that's issued for him in DLC1. As such, it's best to think of his spells as utility and distance-closing options, rather than trying to Spell Combat with him like a conventional magus.
Abjure thyself to the index
submitted by Sandslice to Pathfinder_Kingmaker [link] [comments]


2023.05.18 21:08 Onslaught_Dom Crusader Build for Staunton Vhane (Respec'd)

Hello,
I'm tailoring my Grave Guard to suit my needs as a Lich Powerhouse, which means poor Staunton needs a respec, and while I can't fix his appearance let's discuss a build for him:
- Role: Support Buffs, Mounted DPS - Race: Dwarf (basic), no changes - Background: None, no changes - Class: Crusader (very fitting!) - Stats: Str (14 -> 17), Dex (18 -> 14), Con (10 -> 9), Int (7 -> 7), Wis (12 -> 14), Cha (12 -> 12), changed so he can perform a bit better in his role - Skill: Lore (Religion), cause he must be good at something - Deity: Baphomet for Animal Domain & Glaive ProficiencyObs: Let's say in his final days he wasn't a a follower of Torag; also I don't want to change his look & feel too much so I keep the Glaive
Feats L1 - Power Attack, [Crusader] Armor Proficiency (Heavy) L3 - Cleave L5 - Boon Companion, [Crusader] Weapon Focus (Glaive) L7 - Outflank L9 - Combat Reflexes L10 - [Crusader] Improved Critical (Glaive) L11 - Dazzling DisplayL13 - Shatter Defenses (synergizes well with fear-aura Lich)L15 - Cleaving Finish, [Crusader] Weapon Specialization (Glaive)L17 - Greater Weapon Focus (Glaive)L19 - Blind FightL20 - [Crusader] Greater Weapon Specialization (Glaive)
MythicM1 - Abundant CastingM2 - Imp Abundant CastingM3 - Greater Abundant CastingM4 - Enduring SpellsM5 - Greater Enduring SpellsM6 - Mythical BeastM7 - Mythic Power AttackM8 - Ever ReadyM9 - Mythic Imp Critical (Glaive)M10 - Mythic Weapon Specialization
Any insights?
submitted by Onslaught_Dom to Pathfinder_Kingmaker [link] [comments]


2023.02.10 13:35 RedGriffyn Alchemist and Martial Use of Thrower's Bandolier - Some Math

There has been some recent discussion about whether the new Thrower's Bandolier in the Treasure Vault will apply runes to bombs. What isn't really being discussed is whether or not this will unbalance the game if we allow alchemists or other martials with a archetype that provides access to utilize this equipment. I wanted to provide some baseline DPR for single strikes at 0 MAP for comparison purposes. This way GMs can decide if they're willing to let this bandolier provide fundamental/property runes to folks.
Base Assumptions:
  1. Its assumed the thrower's bandolier striking runes will only double the base bomb damage dice (i.e., 1D8 for Alchemist Fire, 1D6 for Lighting Bottle). This excludes any persistent or splash damage values inherent to bombs on the basis they probably should be considered akin to typical weapon dice.
  2. Splash damage is increased only by going up a bomb category (i.e., lesser to moderate), getting calculated splash/boosting INT, or getting expanded splash and boosting INT.
  3. Persistent damage was ignored in all cases except for the Alchemist throwing sticky bombs. In this case from L8 onward the persistent damage is assumed to go 2 rounds.
  4. Realistically, it isn't until L10 (~L8 with a familiar) that non-alchemist builds can even fill up their bandoliers without buying bombs. This is likely what you'll need to do for < L10 which would drop DPR slightly vs. what is shown assuming you're buying lesser bombs to save gold.
  5. The alchemist build is consuming quicksilver via the new collar for all combats as a free action and using their apex item in for DEX to maximize hitting.
  6. Many martials have some ways to boost ranged accuracy that aren't accounted for (parting shot, Pistol Twirl, etc.).
  7. This is single target damage only. Splash is included in the damage, but damage will be increased for more enemies. The alchemist will have the most splash damage and range due to class features, INT going from 18-22 (no apex item) and having access to the highest level bombs at L17. Other martials only take INT to 18.
  8. Everyone picks up a way to draw/strike from the bandolier via quick bomber or quick draw (typically around L2-L4).
  9. All non-gunslingers need to be maintaining two sets of weapon runes. The bandolier won't hold non throwing weapons (i.e., guns, bows, or finesse weapons). There is only 1 finesse throwing weapon of light bulk that could go into the bandolier, but it doesn't work because the next time you draw a weapon from it it removes the runes from the last thrown weapon.
  10. Everyone is a duskwalker and gets spirit strikes at L9 (just drop the lines all by a tiny amount if you don't like that).
  11. I added 3 lines for a fighter with a 1D12 Greatsword, a fighter with a horngali hornbow, and a gunslinger with an arquebus to compare the value of having bombs vs. a limitless attack option.
  12. All bombs are 1D8. A lot of the better debuff bombs are 1D6 so DPR vs. single target DPR in the baselines in 11.) are likely going to be lower.
  13. The bandolier is primarily enabling property runes for DPR increases which are not available when using quick alchemy/additives.
  14. I'm not a super alchemist optimizer, so I could have left some DPR on the table due to lack of knowledge. Let me know if there is something I can improve!
Damage Chart(s):
https://imgur.com/lnyIgvs
https://imgur.com/6Zf4ZQO - Relative damage as compared to the standard alchemist who is using advanced alchemy for sticky bombs and not the bandolier (lines above are more DPR, lines below are less)
Takeaways:
Overall: I don't think it is OP to let this thing work the way people want it to. Dealing with friendly fire splash damage, spending most of your feats on bomb related feats, paying for two weapon rune sets, having to prefab vs. quick alchemy (might not have the right bomb), spending all the infused reagents on bombs (instead of other alchemical items), and losing single target DPR vs you're normal attack are all pretty fair tradeoffs to mostly keep pace with alchemist bombers who don't suffer these issues. It is not OP to let your bomber alchemist use it this way and actually would really help them extend their infused reagents to go longer in the day or prepare more versatile items for party support/healing/enemy debuffs.

Builds:
Build 1 - Gunslinger MC Demolitionist
Note 1: This is the easiest path to using bombs as a non alchemist. You can do it without free archetype but your proficiency remains at a non-fighter martial's due to singular expertise. As such, except for things like a precision ranger or raging thrower barbarian that get to add significant static damage, this is the damage curve most martials will have with the bandolier.

Build 2 - Fighter MC Alchemist MC (DEX scaling proficiency archetype) MC Demolitionist - Needs Free archetype
Note 2: This build can only work with free archetype. It relies on you picking bombs as your 'fighter proficiency weapon' and sucks up most of your feats to get another weapon group to scale at the same level and get into the demolitionist archetype for expanded splash at L12. With free archetype it can come online at L6 by jumping into archer or aldori duelist to get a second DEX based scaling weapon at max proficiency. Otherwise it can come online at L13 with the dwarf/ancestry scaling proficiency feats with less pain. This is basically a L6 start or L13 start one shot build to be honest.

Build 3 - Alchemist
Note 3: Standard bomber alchemist. Only included feats that increase damage. Obviously debilitating bombs or the new skunk bombs or other similair quick alchemy options are really only available to the alchemist vs. the other builds.

Build 4 - Barbarian (Dragon) MC Alchemist MC Demolitionist
Note 4: Raging thrower adds rage damage to your thrown weapons (i.e., see splash trait as bombs are thrown weapons). Since we aren't trying to save a +2 like the fighter build, just strap an aldoi dueling sword or rapier (i.e., finesse but not agile so you don't lose rage damage) weapon in one hand and live your best pirate bomber fantasy. While this one punches above the alchemist a bit, its giveing up lots of DPR vs. a typical two hander. Personally as a GM I'd reward a DEX, one handed, hyper intelligent barbarian build for being counter culture.
submitted by RedGriffyn to Pathfinder2e [link] [comments]


2023.01.28 06:24 Fantastic_Hand_274 Which build would you play?

For those perhaps reading my many earlier posts, I've been trying to settle on the best build for my upcoming Dungeon of the Mad Mage campaign taking us to level 20. This community has been equal parts patient and helpful as I go through my bout of epic indecisiveness.
But lo and behold, I've FINALLY settled on two options... so to help bring my sad tale of aimlessness to an unceremonious close before the campaign ramps up tomorrow...
WHICH WOULD YOU PLAY?
CONTEXT
SUMMARY (COMMON ACROSS BUILDS)
Option 1: Bandolier Battlemonk (Kensei / Battlemaster (16/4))
Option 2: Shinobi (Kensei / Gloomstalker (16/4))
Shared Progression: L1 (Ranger or Fighter 1) > L2-L7 (Monk 6) > L8-L9 (Ranger or Fighter 3) > L10-L11 (Monk 8) > L12 (Ranger or Fighter 4) > Monk L13-L20 (Monk 16)
Again, many may think I'm debating minutia. However, I believe these builds, even built largely the same, will play very differently. Which would you play? Or would "None of the Above" be your call (and why?). Please note DM House rules are that I can only MC into ONE other class, so no Monk/Assassin/FighteWarlock type builds).
Thanks.
submitted by Fantastic_Hand_274 to 3d6 [link] [comments]


2022.12.17 06:35 Mooziechan 54.38% of Today’s Volume

54.38% of Today’s Volume submitted by Mooziechan to u/Mooziechan [link] [comments]


2022.11.10 10:20 Teban54 [Analysis] Guzzlord Solo Guide

TL;DR

Generally safe, but small chance to get unlucky if Guzzlord has Sludge Bomb (1/8 failure rate against SB, 3.3% in random raid):
Almost always safe (<5% failure rate against SB, <1.3% in random raid):
If you only care about non-Sludge Bomb movesets, 6*L35 regular Gardevoir can still be a bit risky if Guzzlord has dark-type charged moves. 6*L35 regular Togekiss can consistently win.
Dodging? Only dodge Sludge Bomb if you're using (shadow/regular) Gardevoir. Nothing more.
Don't want to invest? Just get another player. EASY duo using any fighting, dragon and ice types, or basically anything you have.
Keep reading for:

Introduction

Guzzlord has entered raids since Tuesday, November 8, and will stay as the T5/UB Tier raid boss until Wednesday, November 23, at 10am local time.
In case you missed the memo: Yes, Guzzlord is a T5 raid boss that can be soloed using fairy attackers - and it's actually fairly manageable! There have already been several Guzzlord raid guides and solo videos floating around, such as this one from Ryan. However, that post only uses theoretical metrics and thus doesn't consider Sludge Bomb; it also doesn't consider different attacker levels.
In this article, I take on a slightly different direction with the help of Pokebattler simulations: What's the minimal team, and Pokemon level, for you to solo Guzzlord? Especially against its toughest moveset, Sludge Bomb?
I was swamped with IRL stuff until about 5 hours ago, which is how long it took me to write this post. So it's a quick analysis, not a full fairy-type analysis that I hoped it could be. Hope you'll still enjoy it!

Is Guzzlord relevant as a raid attacker?

Surprisingly, mayyyyyybe. As a dark type, Guzzlord is slightly better than Tyranitar - which means it's way behind Brutal Swing Hydreigon.
This might be of no relevance to you, and is almost certainly not worth rare candies. But it's still impressive that Guzzlord does it with an absymal 188 base attack, compared to Tyranitar's 251! This is entirely because Guzzlord got the most optimal dark-type PvE moveset (Snarl/Brutal Swing), while Tyranitar is stuck with Bite/Crunch, close to the worst case.
Guzzlord's (relative) lack of relevance doesn't mean it's just a dex filler, though. Its defensive stats and an excellent PvP moveset allows it to be very relevant in PvP Great and Ultra Leagues, currently ranked #14 in both on PvPoke. I know a huge chunk of my audience don't care about PvP, but in case you do, you'll have a reason to do those Guzzlord raids! And maybe even solo them...

Why is Guzzlord soloable?

While Guzzlord does have defensive stats, its bulk comes almost entirely from a monstrous 440 base HP stat. On the other hand, its base defense is very low: 99.
This makes life very easy for us when it's a raid boss! Each raid tier always has a fixed HP (15000 for T5 raids), regardless of the Pokemon's own HP stat, so a raid's difficulty is determined primarily by its defense. If you have done a Chansey raid before (another Pokemon with massive bulk that's entirely from HP), you probably noticed how surprisingly easy it was - and this is why.
Furthermore, Guzzlord has a double weakness to fairy, meaning it takes 2.56x damage from fairy attacks. This is significant compared to most raid bosses that do not have a double weakness, which only take 1.6x damage from their counters. Other well-known raid bosses that have double weaknesses include: Rayquaza, Moltres, Ho-Oh, Landorus, Heatran, Genesect, Virizion, etc. Most of them are easy duos if you use the right counters, and some can be soloed too.
The combination of both factors gives us another soloable T5 boss. And unlike the Genesect solo, you don't need megas or XLs. You might not even need too many shadows!

Brief note on "predicting" boss movesets

You may ask, "Why can't I tell which Guzzlord raids have Sludge Bomb and just avoid them?"
Once upon a time, when the recommended battle parties were still trash, this was easily doable. The old recommendation algorithm focuses on survival, so if Guzzlord had Sludge Bomb, expect to see "counters" that resist poison, like Metagross and... Aggron.
However, that's no longer the case. Now the algorithm prioritizes your own damage, even if your counters will take super effective damage from the boss. You'll still see Gardevoir more often than not, even if Guzzlord has Sludge Bomb.
Of course, there are other reasons why you may not be able to avoid Sludge Bomb... For example, if it's the only raid around you.

Shadow Gardevoir

At the moment, Shadow Gardevoir is the best fairy-type attacker in game, and therefore naturally the best Guzzlord counter. Being a Psychic/Fairy type, it does have the drawback of taking neutral damage from Guzzlord's dark-type moves (Snarl, Crunch and Brutal Swing), but Shadow Gardevoir's raw power in DPS is so much ahead of others that it doesn't matter.
In the table below, I present the Pokebattler simulation results of a team of 6 Shadow Gardevoir against different Guzzlord movesets:
For each case, I report 3 values: Time to Win (out of 300 seconds, the smaller the better, does consider relobby), Win rate, and # of deaths. If TTW>295, you lose on average. If # deaths>=6, you will need to relobby once; >=12, relobby twice, etc. I assume each relobby takes 15 seconds to revive all your Pokemon and enter again.
Guzzlord moveset Random S/SB S/BS
L30 S-Gardevoir 251.2s 274.0s 261.7s
(Win %) 100% 96.0% 100%
(# deaths) 10 15 11
L35 S-Gardevoir 239.1s 263.3s 242.2s
(Win %) 100% 100% 100%
(# deaths) 9 14 10
L40 S-Gardevoir 229.3s 254.5s 229.3s
(Win %) 100% 100% 100%
(# deaths) 8 14 9
A team of six Level 30 Shadow Gardevoir is already almost guaranteed to solo Guzzlord! There's a very tiny chance of failing - 4% if you roll Sludge Bomb, or 1% for a random raid - but it really doesn't matter in practice. Be prepared to relobby twice, but you'll still beat it, and on average with ~26 seconds to spare.
If you do want to be 100% sure though, at Level 35, six Shadow Gardevoir can guarantee a solo with 100% success rate. Level 40 obviously makes things easier, but you don't necessarily need it.

Shadow Granbull

Shadow Granbull is the 2nd best fairy attacker, only behind Shadow Gardevoir. So while people may build one Shadow Granbull - especially if you nagged a good IV Shadow Snubbull - much fewer people will want to build six, given the high stardust cost.
Regardless, the following table assumes you use 6 Shadow Granbull:
Guzzlord moveset Random S/SB S/BS
L30 S-Granbull 267.4s 292.4s 257.9s
(Win %) 90.5% 70.5% 100%
(# deaths) 10 16 9
L35 S-Granbull 252.5s 280.6s 249.9s
(Win %) 97.0% 89.5% 100%
(# deaths) 9 15 8
L40 S-Granbull 241.9s 269.1s 237.5s
(Win %) 100% 98.0% 100%
(# deaths) 8 14 7
L45 S-Granbull 235.4s 262.3s 232.3s
(Win %) 100% 100% 100%
(# deaths) 7 14 6
Compared to Gardevoir, Granbull has both lower DPS and less bulk. So while it dies less often to Brutal Swing (and Crunch) thanks to resisting these attacks, its performance is a minor (12-15s) downgrade from Shadow Gardevoir across the board. Even more notably, Shadow Granbull can no longer be consistent against Sludge Bomb sets at Level 30 - you win majority of the time, but there's a ~1/3 chance you will fail if you do get Sludge Bomb.
Powering up a bit will help with that. Level 35 is usually enough, as it reduces the failure rate to 10.5% when facing Sludge Bomb, or 2.6% for a random raid. At Level 40, Shadow Granbull is essentially consistent (2% failure against SB), while Level 45 guarantees success.
It's still a great option! Especially compared to the non-shadows we'll see...

Regular Gardevoir

Non-shadow Gardevoir is about 16% worse than an equally leveled shadow. (The shadow boost has 20% more attack, but the lower defense reduces the gap a bit.) As a result, a L40 non-shadow Gardevoir is worse than a L30 Shadow Gardevoir. But six of them are still enough most of the time:
Guzzlord moveset Random S/SB S/BS
L30 Gardevoir 290.0s 335.2s 300.1s
(Win %) 53.5% 0.0% 39.5%
(# deaths) 10 16 11
L35 Gardevoir 278.5s 303.6s 288.5s
(Win %) 80.0% 32.0% 77.5%
(# deaths) 9 14 11
L40 Gardevoir 265.6s 289.0s 266.2s
(Win %) 97.0% 86.5% 100%
(# deaths) 8 13 9
L45 Gardevoir 253.7s 266.7s 259.0s
(Win %) 100% 100% 100%
(# deaths) 7 11 8
L50 Gardevoir 245.2s 255.5s 251.5s
(Win %) 100% 100% 100%
(# deaths) 6 10 7
SIX L40 Gardevoir is generally enough to solo Guzzlord, with 13.5% failure rate (~1/8) against Sludge Bomb, or 3.3% in a random raid. Yes, you need six, and unfortunately you will need to relobby as long as Guzzlord doesn't have Dragon Claw, but you still have enough time except the very unlucky cases.
If you want to be more consistent, 6 L45 Gardevoir guarantees success.
I wouldn't recommend using six L35 Gardevoir though, much less L30. At L35, you're no longer consistent against even the non-Sludge Bomb movesets, such as Snarl/Brutal Swing. At L30, you'll probably fail, and you will fail Sludge Bomb even if you're lucky.

Togekiss

While Togekiss has slightly lower DPS than Gardevoir, it has enough bulk to make up for it, and also has a more favorable typing due to resisting dark. In some tier lists, you see Togekiss being ranked above Gardevoir for this reason. But in this case, maybe not:
Guzzlord moveset Random S/SB S/BS
L30 Togekiss 294.2s 315.2s 297.9s
(Win %) 64.0% 9.0% 55.0%
(# deaths) 6 11 6
L35 Togekiss 277.5s 299.2s 279.4s
(Win %) 88.5% 47.0% 100%
(# deaths) 6 11 5
L40 Togekiss 265.6s 290.1s 261.5s
(Win %) 93.0% 70.0% 100%
(# deaths) 5 11 4
L45 Togekiss 254.2s 275.0s 249.3s
(Win %) 100% 94.5% 100%
(# deaths) 5 10 4
L50 Togekiss 244.3s 259.9s 240.2s
(Win %) 100% 100% 100%
(# deaths) 4 8 4
In the Guzzlord solo, Togekiss's performance is virtually the same as Gardevoir's, but a hair less consistent. Therefore, most conclusions for Gardevoir still apply here:
If you want to dig deeper:

Dodging?

Assuming you use the "realistic dodging" option on Pokebattler: Dodging does often prevent a second relobby for Gardevoir (shadow or regular) against Sludge Bomb, but it rarely changes the TTW significantly, nor does it change the number of relobbies in other cases.
At levels 30-40:
For an overall strategy, I would only dodge Sludge Bomb if you're using Gardevoir (shadow or regular). Nothing more.
This also means you do need SIX fairy counters (especially Gardevoir), even if you dodge. The only case where you don't need that many is if Guzzlord has Dragon Claw, or if you're running Togekisses and are very sure that Guzzlord doesn't have Sludge Bomb.

Mixed Teams

So far, we've only discussed six of the same Pokemon at the same level. In the age of shadows and XLs, very often that's not how people invest, though. Here, I consider some common alternatives that still allow a high success rate (<5% chance of failure even if you roll Sludge Bomb).
[L40 Shadow Gardevoir(s) + L40 Regular Gardevoirs]
What if you only have one Shadow Gardevoir with good IVs? Or only want to bring one shadow to Level 40? Fear not...
Guzzlord moveset Random S/SB S/BS
1L40 Shadow + 5L40 Regular 257.4s 280.6s 257.9s
(Win %) 100% 98.5% 100%
(# deaths) 8 12 9
2L40 Shadow + 4L40 Regular 249.8s 274.5s 249.9s
(Win %) 100% 98.0% 100%
(# deaths) 8 13 9
3L40 Shadow + 3L40 Regular 242.6s 268.5s 243.0s
(Win %) 100% 100% 100%
(# deaths) 8 13 9
Having ONE L40 Shadow Gardevoir on your team, followed by 5 L40 regular Gardevoirs, is already enough to virtually guarantee a solo! There's only a 1.5% failure rate against Sludge Bomb, which is like nothing.
If you want to play it safe, get 2 or 3 L40 shadows. On average, each additional shadow makes you beat the raid ~7 seconds faster. This is most significant against Sludge Bomb sets, giving you a bit more wiggle room.

[When a L50 regular Gardevoir is in play]
Gardevoir does have a mega evolution in the future, so some players will want to prepare for a L50 mega, while keeping the other Gardevoirs at L40 or even lower.
I found two configurations that can almost always beat the raid:
Guzzlord moveset Random S/SB S/BS
L50 + 5*L40 259.9s 278.9s 261.4s
(Win %) 100% 98.5% 100%
(# deaths) 7 12 8
L40 Shadow + L50 + 4*L35 259.8s 283.3s 264.5s
(Win %) 97.5% 95% 100%
(# deaths) 8 13 9

Other fairy attackers?

The fairy types further down the list - against Guzzlord specifically - are Zacian, Primarina, Granbull and Sylveon in this order. Unfortunately, even at Level 40, they still typically lose to Sludge Bomb sets or are at least very unreliable, even though they handle other movesets with ease (except Sylveon). Running 6 of them is not recommended, but they can be used to fill the last spot in your team at Level 40.

Cloudy weather boost

If you have cloudy weather, the solo becomes trivial. Even six L30 Gardevoir only has a 2% failure rate against Sludge Bomb, with an average TTW of 246.3s, basically like L50 non-boosted Gardevoir or L30-35 Shadow Gardevoir. Any other counters mentioned above will probably also be viable.

Non-fairy counters?

In addition to being double weak to fairy, Guzzlord is also (single) weak to Bug, Dragon, Fighting and Ice. Unfortunately, none of these attackers are enough to reliably solo Guzzlord at L40 without weather boost. Even Shadow Salamence, the strongest attacker of these four types, only has an estimator 1.03 against random movesets.

One other player?

But if you do get another player to help you, now duoing Guzzlord becomes trivial!
To give you an idea of how easy it is, you and your fellow raider can comfortably duo Guzzlord using six of the following, without any friendship bonus:
None of these are good raid attackers, so please don't start investing in them. But the point is clear: ANY attacker of the types above that you have heard of - anything you've built - should be enough for a duo.
And if you're inviting 5 other players... Just use whatever lol.

Conclusion, Remarks & What to expect soon

Not all players will want to invest in a fairy team to solo Guzzlord, especially given how easy of a duo it is. But if you've been looking for an excuse to build a fairy team, this is the time! Fortunately, you don't have to put together an expensive 6*L40 Shadow team either - many options will give you a sufficient team. You DO really want SIX fairies, though.
If you're concerned about how useful fairy types are outside of Guzzlord raids: Shadow Gardevoir in particular may be better than you thought! In dragon raids (that are actually weak to fairy), L40 Shadow Gardevoir can be quite competitive with L40 non-shadow dragons on average.
Also don't forget that Hoopa Unbound is coming to Elite Raids again this upcoming Sunday, and it only has two weaknesses: 2x to bug, and 1x to fairy. While fairies are not as useful as bugs here, they will still outdamage all other attackers you have. Had trouble taking down Hoopa last time? Hmm, maybe...

Moving on from Guzzlord, here are some short-term analyses projects coming up next:
Wait, this took 5 hours to write? I was aiming for a quick one lol. Hope it was worth it!
submitted by Teban54 to TheSilphRoad [link] [comments]


2022.08.06 00:35 Eylorien "Stop hitting yourself" - Sai Monk build

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Summary:
The build revolves around three things: Survivability; Attack of Opportunity; Multiple Attacks. It requires a lot of feat investment such as "Shatter Defenses"; "Crane Riposte"; "Combat Reflexes", so it's not going to shine early on! In the mean time you'll need at least one companion with the "Outflank" feat, if you manage to get to level 19 somehow, then"Precise Strike" as well. You're able to do unfair difficulty, but as i mentioned before early on, you'll struggle and i mean by a lot (Swap out"Accomplished Sneak Attacker" with "Combat Expertise")! What i love, about this build is the progression! It's slowly builds itself up and the feats synergies well with each other, especially with my modification! What i mean, about that is you don't take Vivisectionist at lvl 6, because you'll lose on "Crane Wing", which is the prequisite of "Crane Riposte". "Crane Wing" requires monk level 5 and base attack bonus of 5. At level 13 the build starting to shine, because of all that!
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Build in short:
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Ability Scores:
Version #1 "Mr. Min-Max":
Version #2 "Sir. Jack of all trades":
Version #3 " The C(o)unt in-between":
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Aligment:
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Explanation:
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Build:
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Skill Priority:
  1. Mobility capstone: 3
  2. Use Magic Device capstone 19
  3. Trickery
  4. Mobility
  1. Stealth
  1. Perception
  2. Lore Religion (or choosen skill)
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Spell Priority:
  1. Barkskin
  2. Shield
  3. Cat's Grace
  4. Reduce Person
  1. Expeditious Retreat
  2. Enlarge Person
  3. Cure Light Wounds
  4. True Strike
  5. Stone Fist
---------------------------------------------------------------------------------------------------------------------
submitted by Eylorien to Pathfinder_Kingmaker [link] [comments]


2022.03.22 23:46 MassiveBeard STR Allocation

Started a new wretch (all starting stats at 10) to try a STR only pay through. I’ve done it once on a hybrid so I figured why not.
Wanted to ask if there are guides on what allocation a recommended allocation should look like at early/mid game? Should I change this strategy toward end game?
Was thinking something like for every ten levels put: +5 VIG, +3 STR and +2 END
Is that too much for END? Should I put: +5 VIG, +4 STR and +1 END?
Appreciate the feedback. Obviously I’ll make adjustments weapon requirements. For example, for the claymore I needed to throw 3 into DEX.
L20: * STR: 16 * VIG: 20 * END: 14
L30: * STR: 19 * VIG: 25 * END: 16
L40: * STR: 22 * VIG: 30 * END: 18
L50: * STR: 25 * VIG: 35 * END: 20
submitted by MassiveBeard to Eldenring [link] [comments]


2021.09.14 20:25 FieserMoep Warrior of Heaven (Temp Full BaB / Divine CL30 merged Spellbook / Buffer / Martial Frontline)

Hi, this is a build I came up with that may or may not have some similarities to other builds. It came up in a few discussions and people asked for it and instead of permalinking some poorly formated comment I decided to to it properly. Maybe it may help you.

Highlights:

Class:

Oracle - Purifier gives us all we want. We trade Revelations (We would not miss most of them anyway) for Heavy Armor Proficiency and most importantly Armor Training. That way we can AC Tank in Heavy armor and make use of our good Dex Score.
Our Mystery will be Battle so we can pick Weapon Mastery which helps us managing our Feats and gets us another Fighter Exclusive: Improved Weapon Focus. We choose Longsword for these feats when prompted.

Race:

We want Aasimar - Angelkin which makes a lot of sense for both thematic reasons and a perfect Stat Spread of +2 Str and +2 Cha.

Background:

Any careful observer will have noticed that we chose to invest our Weapon Master Feat into a Weapon we have no Proficiency for. Noble - Leader will fix that for us. It also fits the overall theme.

Ability Scores:

Now this could become a controversial topic, but stay with me.
Ability Base Total
Strength 17 19
Dexterity 12 12
Constitution 12 12
Intelligence 8 8
Wisdom 10 10
Charisma 16 18
You might wonder "What is going on here?" and that is justified. Strength is obvious. Any increase we get will end up here, hence it is uneven. Charisma is high for we are still a full-caster and on LvL20 it will be added to our Will Save.
The other stats will require itemization input that may spoil you, so take it at your own risk:
We need to hit 20 Dex for all TWF Feats but gladly we can still make use of it due to Armor Training and hopefully some good old Mithril Full Plate. The difficult part is reaching 20 Dex though.
1. Inherent Score increases from Manuals or the Potion do not qualify you for feats at the moment this Guide was written. 2. Big Score Enhancements on Items are quite rare in the release Version of WotR compared to KM.
For this reason we plan with 12 Dex and want to get our hands on "Ronneck's Sacrifice" for that Sweet +8 to Dexterity. Sure someone else could benefit more from it but if Inherent Scores get fixed other items will fit in. If you still plan to use "Ronneck's Sacrifice" you might reduce Dex to 10 and put the points elsewhere.

Skills:

Pick what you want or need in your composition. You won't have many points and this is not what this build is about.

Feats:

Now we get to the meat of the game. The feats are pretty much straight forward and do not take this list as a perfect solution. Due to the nature of being Dex Starved until you find items to compensate - namely a +4 Belt or else - I will not provide a pick list for each level. I admit this is a real weakness of the build but for this inconvenience it will become an awesome late bloomer. Always keep in mind that due to the nature of being a merged divine-angel full-caster you always stay relevant. The early levels are just more buffing and less face-tanking with a ton of attacks at your disposal. Have your other party members compensate for that. In the endgame you will provide them with incredible force multipliers. Just read the feats to understand them, pick them depending on their dependencies and read the tiny notes I add to them, all easy to understand, no complex Mathfinder here.
Feat Note
Metamagic (Extend) 1 SL increase for double the uptime. Essential for turning round/level Spells into 24h Buffs at CL25. Super important.
Two-Weapon Fighting This feat chain might give you some headache, but stay strong.
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Shield Bash
Double Slice
Shield Master May be bugged right now since I think it allows you to double-dip on the enhancement bonus for shields that inherently apply it anyway, extremely strong right now, regardless of that still a perquisite for Bashing Finish
Bashing Finish
Dodge Pretty much an open Feat, you could get Aasimar Wings but I replaced those since the Aasimar Wings glitch with the Angel Wings
Power Attack Essential for good Str Damage

Mythic Abilities

The awesome WotR power creep starts here.
Ability Note
Enduring Spells One of the Cornerstones of this build. Pick early and rush to Greater ES.
Greater Enduring Spells
Favorite Metamagic - Extend You will only need this after you reach CL25.
Second Mystery - Ancestor Get this before you receive your second Revelation at LvL15
Last Stand If something gets horribly wrong this will save your bacon. Gives plenty of time to heal up to full or finish the fight.

Mythic Feats

Power creep the second.
Feat Note
Two-Weapon Fighting (Mythic) Only get this after your TWF Line is online.
Power Attack (Mythic) Good DPR boost. Only pick if you can keep PA online without much thought.
Improved Critical (Mythic) (Longsword) A nice novelty, its good but not highest priority.
Weapon Focus (Mythic) (Longsword) Thanks to Purifier we get the most out of this. If in doubt, pick.
Flawless Attacks If any Feat is optional here, this is it. It helps, a bit, but it is not essential.

Revelations

First Revelation was picked at CharGen with Weapon Mastery, Second will be from the Ancients list, Spirit of the Warrior. This grants us some enhancements you will pretty much overwrite with gear at some point but most notably it gives us Full BaB for a limited time, meaning ultimately +5 to hit and another attack. The third revelation is more open, I picked Iron-Skin, for the absurd amount of different DRs on the sheet.

Final Revelations

We get both, so the Battle and Ancients Final Revelation. That means:
  1. Pounce
  2. Ignore DR on Crit
  3. +4 Insight AC against enemy Crit confirmation
  4. Cha Bonus on Will Saves
  5. 60feet Blindsense
  6. +4 Divination CL
  7. One more Foresight per day. Party says thanks.

Angelic Halo

Pick Solar Winds for incredible resistances or Piercing Rays to support your casters. Both IMHO overshadow any other option. Offense or Defense, only matters what you prefer at the moment.

Sword of Heaven

The big Stick of Holy Light, comes in all sorts of flavor. Since this build may be a buffer but essentially is very egoistical we take the self-improvements.
Everlasting flame gets you permanent uptime very early. Follow up with Grand Blessing for the oompf. Then Speed of Light comes online and it will be truly a game changer. Read it, make sure you understand it, use it to its full potential. Then Demon Bane. I get, the Cleave sounds neat but my Party Comp was perfectly fine to kill trash. Our build wants to be an avenging angel, swoop in, target the biggest, meanest guy there is and kill him like it is your job. Literally. ​

Spells

Now this is where things become really in will not list any spell that exists but those that are noteworthy. Feel free to pick your own favorites as well. Remember, Extend Metamagic becomes free with the favourite so you can also apply it to round/level SL9 spells.
SL Spell Bonus (Max) Note
9 Fortress of the Faithfull +4 Shield AC, +5 Deflection AC, PFA, Displacement, Resistances (Obsl.) Incredible Party package.
9 Foresight No flat-footed, +2 Insight AC, +2 Insight Ref Insight Source that is just perfect.
9 Winds of Vengeance Movement, Air Bubble, Ranged Concealment We are a melee martial, everything that gets us with perfect reliability into combat is great.
9 Sun Form Incorporeal, Swift Action Being Incorporeal is the cake, a permanent offensive swift action the icing.
8 Angelic Aspect, Greater Overshadowed An incredible spell that just gets overshadowed by all the other buffs. Just for comparison.
8 Avengers Blessing +6 Luck on Attack and Damage, +1 Full BaB attack, +4 Morale on attack, +4 saves, +4 skills Insane buff. Utterly insane. Keep in mind: YOU CAN CAST THIS ON OTHERS. It includes Divine Power, a spell normaly reserved for Clerics and PERSONAL so they can compensate their 3/4 BaB. Now this 24h on all attackers of your party. Also Includes Holy Aura which is nice.
8 Frightful Aspect +6 Size on Str, +4 Size on Con, +6 natAC Better than Legendary Proportions since it requires no Ingredient. Its personal but you can always keep it in your buff rotation without Resource management.
7 Circle of Clarity See stuff Nice to have
7 Sun Marked 4d6 Holy Damage Why not.
7 Ward against Weakness (Communal) Immunity to: Fatigue, Exhaustion, Nauseated, Sickened, Disease, Poison, Ability Damage, Ability Drain You still need Deathward
6 Eaglesoul +2 sacred AC, +4 Sacred Str, Anti Evil Auto-Crit-Confirm Another incredible Divine buff we just extend to 24h.
6 Holy Hymn +2 Luck to saves Party says thanks
6 Bolt of Justice Orbital Death Laser With Speed of Light this is a nice Swift Action. Like really NICE.
5 Trueseeing Sees true Mandatory for the WotR Campaign
5 Sacred Nimbus PUNISH Why not.
5 Life Bubble Breathing Air At some point you mostly slash around, so you can use your low SL for stuff like this.
5 Burst of Glory +1 Sacred to Attack Tiny bonus but Sacred and permanent, you wont have anything competing with it I guess.
4 Shield of Dawn RETRIBUTION This also works.
4 Deathward Get rid of drain. At some point you have the most expendable slots for utility spells like this.
4 Crusader's Edge BANE AGAINST EVIL Gues who you are fighting in WotR?
3 Archon's Aura Area Attack/AC Aura-Debuff Nice to have, most likely won't stick. But it can, which is nice.
3 Shield of Demonkind VENGEANCE You get the idea. We punish people that hit us.
2 Effortless Armor Reduce Check Penalty Not that important, but you can get it.
In the end you will have a playstyle that revolves around a giant Angel with Sword and Board rushing into the fray, unleashing 9 attacks that can explode into 15 attacks total. Though very unlikely. You will have a metric ton of rider effects and a kit that just brings everything that exists and can be brought to fight evil. And fighting evil is what we do in this campaign. You can tank, you can hit and most importantly you grant some insane buffs to the party. This makes your Hero the ultimate center piece of your party, not just as a Solo but also as a Support. Never forget that aside of your 9 attack you still have a swift cast up to level 7, that is like a clutch 150HP heal or some Bolt of Justice to assure a kill.
I am not claiming that this build is perfect, but it is a ton of fun for it is a viable Full-Caster Gish that needs not to hide behind any martial and allows you to go on a rapant spree to spread goodness!

Itemization Addendum (Feel free to mention stuff here and where to get it):

SPOILERS! No Idea if there are enough materials in the game to repair everything Feet: Ronneck's Sacrifice - Find every Shrine in Mintersun, get some Leather, Repair at Storyteller later Longsword: Radiance - Puzzle in Shield Maze, trusty companion, becomes +6 and a Holy Avenger, sometimes a bit behind in Enhancement Bonus but reliable still, also its fits the Theme of the Character perfectly. Google for how to upgrade it. Shield: The Undying Love of the Hopebringer - The Gold-Standard of Shields. Its a dream... use Light Aura, love it. Its behind the Baphomet Fight, next to a stone pillar. Head: Shy Lily's Helmet - Another Artifact to repair. I think it is some Army Battle Reward? Not Sure. Profane Bonus on Strength an AC? Gimme! Cloak: The bound of possibility - Yet another Artifact to Repair, you find the Strap in the Laboratory. Did not use it for it was bugged for me and did nothing.
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2021.08.09 22:06 Pirate_capitan (Attempted Build) Shield Throwing Captain America

(Caveat- I’m a mobile user, so I’ll try to find some time to link the feats soon and address aesthetic issues) As a new player and avid fan of the Shield Champion Brawler, I wanted to try my hand at a different take on the shield-throwing “Captain Absolam.” I would love feedback on the bits that I’m doing wrong, as I’m only 2wks into 2E.
I started with a Versatile Human, insert Deity, and Ranger for the chassis. There’s so many customizing options, so I had to constantly remind myself that of my goal to make a ranged shield thrower with the capacity to switch hit when necessary and still remaining Captain-like. A companion “Falcon” was heavily considered.
Background- Guard, Martial Disciple, and Warrior all work so long as I get Warfare Lore for the eventual Battle Planner Skill Feat.
Skill/ General Feats- I’m just going to gloss over these after level 6 because there’s just so many options that can work. For the sake of argument, I’ll try to plug something in as I edit this post or by suggestion.
Starting Stats- STR 18, DEX 14, CON 14, WIS 12, CHA 10 to milk the most out of medium armor and throwing. CON for survivability and to “do this all day.” INT not necessary.
Level 1- Ancestry Feat- Natural Ambition- Hunted Shot. Versatile Human General Feat- Shield Block. Ranger Feat- Gravity Weapon . Hunter’s Edge-Precision. With this at level and a shield boss/spike, a thrown attack should hit for 2d6+1d8 up to 10ft for a thrown weapon and 20ft without an additional penalty due to Ranger. The sooner you can buy a Returning rune, the better! Til then, I guess carry extras since you’ll have the strength for it. Then look into Handwraps .
Edit: Returning rune for the Shield Boss or Shield Spikes.
L2- Bastion Dedication Feat for the Reactive Shield survivability and Captain shenanigans . Cat Fall or Titan Wrestler for the same reason. The draw to Bastion is Captain shenanigans and survivability. I went wth Bastion, but I think a better argument could be given for Weapon Improviser to remove the penalty. I'll try to list alternative feats.
L3- General Feat- Ancestral Paragon- Natural Ambition- Monster Hunter for bonuses. Skill Increase- Warfare Lore. After this one, it doesn’t make too much difference what skill’s increased for this build.
L4- Ranger Feat- Far Shot and Skill Feat- Battle Planner. More Captain shenanigans and a new thrown distance of 20ft or 40ft as a ranger without additional penalty.
L5- Ancestry Feat- Clever Improviser to get back to Brawler roots. Stats- STR 19, DEX 16, CON 14, WIS 14, CHA 12. Not sure if higher wisdom is necessary for my focus spells. This is where my naivety shows. As far as I understand, I can only boost each score once, so that's how I guess I'll handle it.
L6- This is where I get torn. Skirmish Strike (6) adds mobility to your attack and Hunter’s Aim (2) will help with the improvised thrown weapon penalty until you can get out of Bastion. Skill Feat doesn't particularly matter here, so I'd opt for Cat Fall, Intimidating Glare, Quick Coersion/ Jump/ Squeeze, or Titan Wrestler.
L7- Evasion, Weapon Spec, and a General Feat
L8- Deadly Aim is a tempting Ranger feat here, but because of the improvised penalty. Reflexive Shield (8) from Bastion gives survivability. Improvised Pumme (4) could've also been nice
L9 Ancestry Feat-Multitalented- Rogue.
L10- Feat- Quick Shield from Bastion, Hunter’s Vision for hidden enemies, or Penetrating Shot for throwing shenanigans. Or take Basic Trickery for Strong Arm the Shield range is 30ft or 60ft for ranger without additional penalty. Stats- STR 20, DEX 14, CON 16, WIS 16, CHA 14.
L12- Mirror Shield vs Shield Salvation from Bastion would be the defensive choices. Since I should be ranged I feel Mirror is the better option there. Alternatively, Distracting Shot vs Double Prey would be the offensive Options. Distracting damages and benefits the party, whereas Double Prey only benefits me. I think I'd go Distracting for Greater at 16th.
L13- Ancestry Feat- StubbornPersistance and Bounce Back are thematic, but Advanced GeneralTraining doesn't hurt.
L14- Sense the Unseen wouldn't be necessary if I took the Focus Spell from 10th. Unless there's an affordable magic item or party member to help with invisible foes then this might be necessary. Otherwise, Targeting Shot is the pick.
L15- Stats- Stats- STR 21, DEX 14, CON 18, WIS 16, CHA 16, INT 12. INT just to get some more skills in her esince WIS doesn't need much more boosting and DEX is capped by armor.
L16- Class Feat-Greater Distracting Shot if I took the predecessor or Legendary Monster Hunter, if not.
L17- Ancestry Feat- Heroic Presence
L18- Impossible Flurry vs Perfect Shot. Tough sell on both.
L20-Accurate Flurry vs Legendary Shot based on the previous choice or Triple Threat if I took Double Prey at 12th.
I would absolutely love constructive criticism or education on PFS rules here because I really want to make something different for a shield throwing build.
Thanks for reading as fas you havee!!
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2021.07.10 16:21 elmarko1980 Pathfinder WOTR - Possible strong Cleric/Crusader built

Pathfinder WOTR - Possible strong Cleric/Crusader built
So,
I've been playing around with the beta & in particular looking at the spell extend & greater spell extending mythic talents.
Combined with mata-magic extend & a caster level of 25+, all single round buffs seem viable to push to 24 hours. Combined with the new 'impossible domain' mythic talents to allow for greater variation I've come up with a build which seems to work really well.
Cleric - Crusader 20
(Reasoning for crusader over baseline cleric : Mostly, to gain access to weapon specialisation, greater weapon focus & greater weapon specialisation - along with a preference for heavy armour)
Motherless Teifling - 25points
STR : 20 - Dex : 12 - CON : 15 - INT : 5 - WIS : 18 - CHAR : 7
Background skill - either pick one for a 2h weapon of choice, or the one which switches CHAR to WISDOM for persuade skill. I went for Leader for greatsword & Longsword feats, to save a talent point.
All levels to Crusader
Animal domain start
L1 - Power attack
L3 - Dazzling dispaly
L5 - Boon companion - heavy armour proficency
L7 - Cornegon smash
L9 - indimidating prowess
L10 - Weapon specalisation
L11 - Extend spell
L13 - improved critical
L15 - dreadful carnage - Greater weapon focus
L17 - shatter defences
L19 - toughness
L20 - great weapon specalisation
Mythic skills - Angel domain
L1 Close to heavens - Impossible domain fire
L2 Impossible domain community - Enduring spells
L3 - Greater enduring spells - Angel domain
L4 - Mythic power attack
L6 - Mythic weapon focus
L7 - Favourite metamagic - extend
L8 - Trickery domain
L9 - ascendant fire
L10 - mythic weapon specialisation
With self buffs @ 24h, this with some mid range rubbish gives you the following all day.

38 - STR - 16 DEX - 19 con - 5 int - 24 WIS - 7 CHAR - 273 hitpoints
x5 attacks at 90-119 damage (With a bad 2 handed sword) +42/42/42/37/32 attack bonus
52 armour class - 48 flatfooted - 28 touch - +22 fort +16 reflex + 25 WIL. With level 30 casting ability & all these could be much higher with good gear & some fine tuning. The key is, once a day buffing to make the game easier to play.
One example (slightly different build)
https://preview.redd.it/k90cktdfffa71.png?width=1638&format=png&auto=webp&s=31d09f2dd1634afb5403423e24aba1a6b8918fce
Another example build, but this one has abundant casting (all three tiers)
I've made another version, this one with pets & ditching a couple of the weapons feats. Pet is pretty much without gear (+2 Dex belt, +2 mighty fists).
https://preview.redd.it/viibnao9jja71.png?width=1582&format=png&auto=webp&s=563d8c6238621c52326fb8d95508c341cca72058

Max damage version, no focus on spells or pet - just 24h self buffs for melle focus. Considering adding transformation for higher BAB
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2021.06.21 23:12 humperdoo0 How to melee solo Spawn of Rovagug on Unfair (spoilers for beneath the stolen land)

I made a couple half-assed attempts at Spawn since most fights at this stage in the game had been a cakewalk for me but I got killed pretty quickly, so I thought about it a bit and came up with this plan which worked first try, and I only lost about 20% health. I couldn't find any guide to fighting Spawn (without holy bombs, clerics and whatnot), so I'm posting one.
Make sure you've grabbed all the special quest items and talk to Xelliren, tell him you doubt his intentions for each boss you beat until you convince him and he portals you and him to the Spawn. He will get turned immediately
Now you walk toward the Spawn and wait for the cutscene before prepping, otherwise you lose about a minute as your buffs wear down during cutscenes.
My character is a L20 motherless Tiefling Vivisectionist 16 / Traditional Monk 2 / Aldori Defender 2. The char is built around trips and cleaves but neither is relevant for this battle. Most of my feats don't matter for this fight besides defensive ones, where I have Crane Style and Crane Wing. Initial stats were 18/14/12/13/14/7, bumped up strength +4 and intelligence +1. For skills we just need a few points of UMD, use a UMD ring/gloves to help get to +13 or so which is enough for Mind Blank and the other scrolls needed. Although my build utilizes alchemist specific buffs, the important thing is to stack damage and AC as much as possible for your melee char.
Equipment (what I had right after Rushlight): +8 hat of perfection, +8 belt of physical perfection, Mirrored Belt, Warpainted Skull of Ithica, Amulet of Mighty Fists, Butterfly Wings, Opportunist's Boots, Bracers of Armor +8, Protectors Robe, Absolver's Robe, Fortunate Fencer ring, Ring of Circumstances (set to +wis, +dex, +str, +AC), extend rods, Lapis Lazuli Wyvern, Peridot Wyvern. These aren't necessarily optimal, but best of what I had for this particular fight.
Weapons: Bloodhound (dueling sword), if not specced for dueling sword use Vanquisher, really lot of weapons should work fine. The flail Tyrant would also be pretty good with stacking -1AC. Simple weapon greatclub Bloodthirst (I couldn't use because not evil) would work well, for monk weapons Steelwind sai or tears of blood
Buffs: Barksin, Shield, Resist Energy (Cold), Protection From Energy (Cold), Good Hope (use wand/scroll), Remove Fear (scroll), Mind Blank (scroll), Freedom of Movement, Death Ward, Echolocation, Spell Resistance, Stoneskin, Legendary Proportions, Haste, Greater Invisibility, Transformation, Grand Mutagen (STDEX), Lead Blades (scroll)
With these buffs and equipment this puts you at 70AC before fighting defensively / crane wing, you can probably turn it off if your attack bonus isn't high enough but I left it on.
Not all these buffs are necessary for this fight, but the Spawn will dispel your buffs once a round. I think it's random, maybe by level, so having more buffs is better even if you don't need them. I managed to kill him with only getting one buff dispelled.
Right before starting battle summon the two wyverns, put on the Warpainted Skull of Ithica, and summon the barbarians. Use the mirror belt to get mirror image, switch back to +8 hat / belts.
My initital plan was to to use the Steelwind Sai as you get like 10 or 11 attacks per round and just sneak attack him to death. Stacking -2 STR from crippling strike would kill the Spawn in just 3 rounds this way, but for some reason the STR debuff only applies like once a round vs this boss. I usually use Vanquisher but since the Spawn's health pool is so large, Bloodhound will actually do more damage faster with its +2 damage per hit stacking attack buff. Also considered Tyrant with its stacking -1AC on enemy, but its base damage is pretty meh and it doesn't crit much.
The summoned barbarians and wyverns bought me about four rounds to attack the Spawn at 7 APR before his attention was on me. The last summon died on round 5 I think. By the time they died I was doing about 100 damage per hit. I focused on Spawn and ignored Xelliren because at the time I thought this was how you get the "true ending", but you actually must kill both, then Xelliren wakes back up
The Spawn is so difficult mostly because he debuffs you and if you get hit with his madness effect it's pretty much game over. Also he has insane HP, resistances to almost everything, and his buddy Xelliren hits for about 200 cold damage. Luckily by the time I killed him he had only dispelled one thing I needed (transformation), and I managed to finish the battle without it. You really really need Mind Blank. Also you need to kill him quickly to avoid getting swarmed by the little Spawn guys. They didn't appear in this battle for me.
Hope this helps someone. Possibly hardest fight in the game for a solo char. This strat should work for most melee builds. Basically we just buff to the max, have very high AC / AB, use summons as distractions, then beat him to death before he dispels our protections. Once he's dead Xelliren isn't too much trouble assuming Spawn didn't chew through our buffs.
Wasn't sure which tag to use, picked Gameplay but maybe this is META? Not sure what is meant by that.
submitted by humperdoo0 to Pathfinder_Kingmaker [link] [comments]


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